/* CONTAINS: WRENCH SCREWDRIVER WELDINGTOOOL */ // WRENCH /obj/item/weapon/wrench/New() if (prob(75)) src.pixel_x = rand(0, 16) return // SCREWDRIVER /obj/item/weapon/screwdriver/New() if (prob(75)) src.pixel_y = rand(0, 16) return /obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) if(!istype(M, /mob)) return if((usr.mutations & 16) && prob(50)) M << "\red You stab yourself in the eye." M.sdisabilities |= 1 M.weakened += 4 M.bruteloss += 10 src.add_fingerprint(user) if(!(user.zone_sel.selecting == ("eyes" || "head"))) return ..() var/mob/living/carbon/human/H = M if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES))) // you can't stab someone in the eyes wearing a mask! user << "\blue You're going to need to remove that mask/helmet/glasses first." return for(var/mob/O in viewers(M, null)) if(O == (user || M)) continue if(M == user) O.show_message(text("\red [] has stabbed themself with []!", user, src), 1) else O.show_message(text("\red [] has been stabbed in the eye with [] by [].", M, src, user), 1) if(M != user) M << "\red [user] stabs you in the eye with [src]!" user << "\red You stab [M] in the eye with [src]!" else user << "\red You stab yourself in the eyes with [src]!" if(istype(M, /mob/living/carbon/human)) var/datum/organ/external/affecting = M.organs["head"] affecting.take_damage(7) else M.bruteloss += 7 M.eye_blurry += rand(3,4) M.eye_stat += rand(2,4) if (M.eye_stat >= 10) M << "\red Your eyes start to bleed profusely!" M.eye_blurry += 15+(0.1*M.eye_blurry) M.disabilities |= 1 if(M.stat == 2) return if(prob(50)) M << "\red You drop what you're holding and clutch at your eyes!" M.eye_blurry += 10 M.paralysis += 1 M.weakened += 4 M.drop_item() if (prob(M.eye_stat - 10 + 1)) M << "\red You go blind!" M.sdisabilities |= 1 return // WELDING TOOL /obj/item/weapon/weldingtool/New() var/datum/reagents/R = new/datum/reagents(20) reagents = R R.my_atom = src R.add_reagent("fuel", 20) return /obj/item/weapon/weldingtool/examine() set src in usr usr << text("\icon[] [] contains [] units of fuel left!", src, src.name, get_fuel() ) return /obj/item/weapon/weldingtool/attackby(obj/item/weapon/W as obj, mob/user as mob) if (status == 0 && istype(W,/obj/item/weapon/screwdriver)) status = 1 user << "\blue The welder can now be attached and modified." else if (status == 1 && istype(W,/obj/item/weapon/rods)) var/obj/item/weapon/rods/R = W R.amount = R.amount - 1 if (R.amount == 0) del(R) var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user ) src.loc = F F.part1 = src if (user.client) user.client.screen -= src if (user.r_hand == src) user.u_equip(src) user.r_hand = F else user.u_equip(src) user.l_hand = F R.master = F src.master = F src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = F F.part2 = W F.layer = 20 R.layer = 20 F.loc = user src.add_fingerprint(user) else if (status == 1 && istype(W,/obj/item/weapon/screwdriver)) status = 0 user << "\blue You resecure the welder." return // helper functions for weldingtool fuel use // return fuel amount /obj/item/weapon/weldingtool/proc/get_fuel() return reagents.get_reagent_amount("fuel") // remove fuel amount /obj/item/weapon/weldingtool/proc/use_fuel(var/amount) amount = min( get_fuel() , amount) reagents.remove_reagent("fuel", amount) return /obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob) if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1) O.reagents.trans_to(src, 20) user << "\blue Welder refueled" playsound(src.loc, 'refill.ogg', 50, 1, -6) else if (src.welding) use_fuel(1) if (get_fuel() <= 0) usr << "\blue Need more fuel!" src.welding = 0 src.force = 3 src.damtype = "brute" src.icon_state = "welder" var/turf/location = user.loc if (istype(location, /turf)) location.hotspot_expose(700, 50, 1) return /obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob) //check eye protection var/safety = null if (istype(user, /mob/living/carbon/human)) if (istype(user:head, /obj/item/clothing/head/helmet/welding) || istype(user:head, /obj/item/clothing/head/helmet/space)) safety = 2 else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses)) safety = 1 else if (istype(user:glasses, /obj/item/clothing/glasses/thermal)) safety = -1 else safety = 0 else if(istype(user, /mob/living/carbon)) safety = 0 switch(safety) if(1) usr << "\red Your eyes sting a little." user.eye_stat += rand(1, 2) if(user.eye_stat > 12) user.eye_blurry += rand(3,6) if(0) usr << "\red Your eyes burn." user.eye_stat += rand(2, 4) if(user.eye_stat > 10) user.eye_blurry += rand(4,10) if(-1) usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." user.eye_blurry += rand(12,20) user.eye_stat += rand(12, 16) if(user.eye_stat > 10 && safety < 2) user << "\red Your eyes are really starting to hurt. This can't be good for you!" if (prob(user.eye_stat - 25 + 1)) user << "\red You go blind!" user.sdisabilities |= 1 else if (prob(user.eye_stat - 15 + 1)) user << "\red You go blind!" user.eye_blind = 5 user.eye_blurry = 5 user.disabilities |= 1 spawn(100) user.disabilities &= ~1 /obj/item/weapon/weldingtool/attack_self(mob/user as mob) if(status > 1) return src.welding = !( src.welding ) if (src.welding) if (get_fuel() <= 0) user << "\blue Need more fuel!" src.welding = 0 return 0 user << "\blue You will now weld when you attack." src.force = 15 src.damtype = "fire" src.icon_state = "welder1" processing_items.Add(src) else user << "\blue Not welding anymore." src.force = 3 src.damtype = "brute" src.icon_state = "welder" return /obj/item/weapon/weldingtool/process() if(!welding) processing_items.Remove(src) return var/turf/location = src.loc if(istype(location, /mob/)) var/mob/M = location if(M.l_hand == src || M.r_hand == src) location = M.loc if (istype(location, /turf)) location.hotspot_expose(700, 5)